Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef RAGDOLLBOOGIE_H
#define RAGDOLLBOOGIE_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Set this spawnflag before calling Spawn to get electrical effects
//-----------------------------------------------------------------------------
#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000
#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000
//-----------------------------------------------------------------------------
// Makes ragdolls DANCE!
//-----------------------------------------------------------------------------
class CRagdollBoogie : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CRagdollBoogie, CBaseEntity );
public: static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 ); static void IncrementSuppressionCount( CBaseEntity *pTarget ); static void DecrementSuppressionCount( CBaseEntity *pTarget );
void Spawn();
private: void AttachToEntity( CBaseEntity *pTarget ); void SetBoogieTime( float flStartTime, float flLengthTime ); void SetMagnitude( float flMagnitude ); void BoogieThink( void ); void ZapThink(); float m_flStartTime; float m_flBoogieLength; float m_flMagnitude; int m_nSuppressionCount; };
#endif // RAGDOLLBOOGIE_H
|